1. #1

    Fault camera? Solved!

    Hello Trialsters!
    Anybody know how i can have my fault cam switch immediately?
    For some reason it takes about a second for the switch.
    I have a Crash trigger linked to a set value which is targeting a Variable datasource. The set as game camera & the Enable from the camera are linked to the Variable datasource.
    I also have the camera set to cut, but it still delays.
    Thanks for any help!
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  2. #2

    Re: Fault camera?

    best advise i can give you is turn on editor icons while doing a test run, crash when seeing the icons you want and look for stuff that isn't doing what you think it should

    i don't immediatly see what's wrong, but your wording "sounds" different than what i would do but could put my finger on it

    re-evaluate all what you did see if it has unnesesary stuff or not enough
    thats all i can advise without opening the editor myself
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  3. #3

    Re: Fault camera?

    Originally Posted by DeadEXit
    Hello Trialsters!
    Anybody know how i can have my fault cam switch immediately?
    For some reason it takes about a second for the switch.
    I have a Crash trigger linked to a set value which is targeting a Variable datasource. The set as game camera & the Enable from the camera are linked to the Variable datasource.
    I also have the camera set to cut, but it still delays.
    Thanks for any help!
    You need to set the camera to cut on it's own buddy. Change it from interperlate to cut and it should work.

    You may have one camera on interperlate and not realised. On a varible data source it can be tricky but it should be ok to run anyhow. Are you using delay filters or a time set at 1 second on a trigger? Could be causing the problem.
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  4. #4
    ozy's Avatar Senior Member
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    Re: Fault camera?

    Hey T, is it just a single fault cam or multiple?
    If its just a single you dont need any complicated coding,

    crash event > camera event > camera(set to cut) is all you need for it.
    Stick a delay filter between... crash and cam events if you want to time it...
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  5. #5
    Morfyboy's Avatar Senior Member
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    Re: Fault camera?

    yeah, should be instant...i sounds like the camera needs to be set on CUT, and not INTERPOLATE like Nova sauggested...
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  6. #6

    Re: Fault camera?

    Originally Posted by DeadEXit
    Hello Trialsters!
    Anybody know how i can have my fault cam switch immediately?
    For some reason it takes about a second for the switch.
    I have a Crash trigger linked to a set value which is targeting a Variable datasource. The set as game camera & the Enable from the camera are linked to the Variable datasource.
    I also have the camera set to cut, but it still delays.
    Thanks for any help!
    Use a player event trigger set to crash. Target a camera event (set to cut) targeting the camera. Hey presto, if you crash, camera changes.

    Here's a link to a tutorial flow chart by dasraiser for having several fault cams in a track. Use a spline point to measure the distances off, then just delete that spline point when you're done.

    https://docs.google.com/drawings/d/1...9SuqYUDGE/edit

    You can also set each cameras exposure to 0 and tie them all to one "disabled" curved data source. Target that with a state event to activate it. Then your fault camera will fade in. Simply use the camera events in that flow chart to trigger the set value event.
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  7. #7

    Re: Fault camera?

    The Camera event? Whats is that?

    Im so use to turning things on with a set value event that i forgot the camera has its own event.

    Im still a bit baffled why my method didnt work, but who cares.
    Thanks a bunch guys!
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  8. #8

    Re: Fault camera? Solved!

    Originally Posted by DeadEXit
    The Camera event? Whats is that?

    Im so use to turning things on with a set value event that i forgot the camera has its own event.

    Im still a bit baffled why my method didnt work, but who cares.
    Thanks a bunch guys!
    it has its own events yes but that shouldn't matter, it should work with set events too
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  9. #9

    Re: Fault camera? Solved!

    Originally Posted by sparkierjonesz
    Originally Posted by DeadEXit
    The Camera event? Whats is that?

    Im so use to turning things on with a set value event that i forgot the camera has its own event.

    Im still a bit baffled why my method didnt work, but who cares.
    Thanks a bunch guys!
    it has its own events yes but that shouldn't matter, it should work with set events too
    Data source may have been set to inerprolate?
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  10. #10

    Re: Fault camera? Solved!

    Originally Posted by Barrybarfly
    Originally Posted by sparkierjonesz
    Originally Posted by DeadEXit
    The Camera event? Whats is that?

    Im so use to turning things on with a set value event that i forgot the camera has its own event.

    Im still a bit baffled why my method didnt work, but who cares.
    Thanks a bunch guys!
    it has its own events yes but that shouldn't matter, it should work with set events too
    Data source may have been set to inerprolate?
    You guys crack me up!
    I promise there was nothing set to interpolate.
    What it would do is scroll across the screen in a glitchy awefull way.
    All i did to resolve it was take out the SVE & the VDS, & replaced them with the Camera event.

    It seems that Cut on the camera gets over ridden by the VDS, which just causes the wierd scroll glitch.
    The Camera event works perfectly!
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